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Posts posted by philipj

  1. When the money get right, I'm just going to buy crap load of games for the Jaguar... I wish I hadn't sold my old collection, but I sort-of needed the money, but some point I'm going to get my collection back up... I have a Skunkboard, but there's nothing like having the physical copy. I actually miss having physical copy of the games.

  2. 22 hours ago, KidGameR186496 said:

    Since i'm a sucker for arcade-style top-down racers, i think World Rally by Zigurat Software would be a good fit for the Jaguar, especially since it was distributed in North America by Atari Games...




    Oh man I use to play this game at a pizza joint in the mid to late 90s... The arcade cabinet had the "Atari" logo on it so they must have distributed the arcade machine... I thought it was an Atari game for a brief short while till I looked up the company who programmed the game online. This game is definitely suitable for the Atari Jaguar. Another hidden gem arcade is a game called "Great 1000 Mile Rally" by "Kaneco"... Really good game; has a good since of speed and very fun to play... Another pipe dream to aspire to.



  3. 1 hour ago, phoenixdownita said:

    Probably you mean "Air Sea Battle" because in Combat there's only Tanks, Planes and Jets.

    Yea that's it... Don't really know why I get those two game confused especially since I played the daylights out of them both in my youth.



  4. "In The Hunt" is an Irem masterpiece... For some reason the game sort of reminded me of the submarine game on "Combat" for the Atari 2600. Really almost all of Irem arcade game from that time period has incredible artwork. They really push for a very immersive gaming experience; it kind of make me miss the old arcade days.

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  5. When I was selling my game collection on ebay, I was able to sell all of it due to other people over pricing their stuff... Most of the stuff I sold, I didn't pay near what I sold it for on ebay, but because people were over pricing the same thing I was selling, I was able to make sales at affordable prices. It was a very good learning experience for me; I'm thinking selling Jaguar at maybe $57 or $65 seems reasonable. If I ever get any games out, I'm thinking along those lines as a way to actually get people to buy the games. The $80 price is very high, but very tempting at the same time, but when selling on ebay I've had to swallow my pride so many times just to get things out of the door less it sits there for a long period of time... That means no one really wants to fork over the cash for some reason so I have to sweeten the honey pot to actually make a sale.

  6. 14 hours ago, phoenixdownita said:

    You've got some talents there, is the fire still burning or is it gone?

    If you have a chance you should contribute voluntarily to a game build out, it may not be your own engine or game but I think it could be (most of) your gfx art and possibly music.

    I have so many projects on paper from ideas I've accumulated over the years... I think I have enough fire to keep going. A lot of art styles I want to experiment with plus the programming, I have enough to keep the wheels spinning for a good while; I like to believe that I'm in it for the long haul. I've spent a lot of time reading the Jag manual, I may as well do something with it the knowledge. I think if I can manage to make triple A stuff for the defunct system, people will gravitate toward my games before long even if they don't buy it right away.

    15 hours ago, phoenixdownita said:

    Not sure aside from Reboot and Wave1Games if anyone else is actually releasing games for the Jag these days (Orion gave up, I did buy his Alice's Mom Rescue CD version), but given you seem to have a fascination for the machine may as well get involved even if it could mean you drive them mad crazy and they kick you out of the project ... or maybe it just works out if you know how to compromise ... they definitely are not in the same league with each other but a lost talent is a lost talent. 

    Well... I've had my second thoughts about making Jag games... The only thing is all of those ideas I've written and planned for over the years, I'm not ready to throw them away yet. Seems like there's still a following for the old system, which means there's still some interest out there so I'll be around. Besides I want to know if I can pull off making games for the Jaguar and be successful with it; I want to make the games no one else are making.

    4 hours ago, Shaggy the Atarian said:

    What's a pipe dream game for the Jaguar?


    Penguinet's Rikki & Vikki

    MatoSimi's Ridiculous Reality

    Catacombs The Abyss


    (All with updated graphics that suit the Jag, of course)



    I like how the sound and music on the "Rikki & Vikki"... Without going into how the 7800 could compete with the NES thing, I hear the sound engine for that game uses something similar to what the Atari Lynx sound engine could do. The Lynx had it's own sound engine that I would like to see emulated on the Jaguar... Been making plans for that as well.

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  7. 1 hour ago, phoenixdownita said:

    I like the drawings, the music isn't bad but the continuous stereo panning isn't to my taste.

    Was that a side effect of YT or did you intend it to be like that?


    EDIT: Is that 10-99 the date of the drawings? that's 21Y ago! Well the YT music is 2010 so that's 10Y ago .. woahh!

    Yea both the song and the drawing are oldies... I still have drawings I did even in the early 90s; a lot of I lost over time, but a lot of them I also kept... Takes me back to simpler times. I keep it around to remind me why I enjoy drawing and making music. The song on YouTube was posted in 2010, but I composed it around probably 01 or 02 a couple of years after I did the drawing. Usually if I think I got a good idea I'll usually draw or compose and then just put it away until a later date (much later date lol) when I can fully use it if not for archive sake; no need in throwing it away. That's the life of an artist; just keep at it until something pops.


    As far as the music goes, I'm not really sure what you mean by YT... The Jaytrax "Instrument Editor" allow me to use standard wave forms like triangle, saw, square and sine as well as the ability to custom draw the waveform, which is probably what most of the synth instruments used; very flexible tool, but also a little volatile as it would crash sometimes so I had to save often. You can use up to 16 wave forms, but will only allow for two oscillators per instrument. It was originally made between 98 and 99 when people still had their old 386 PC around so it was targeted as a music program you could use on a low end PC of that time. It came with a player you could use to put in your game programs or whatever; it was geared toward the video game market. With the tracker having up to 16 tracks, too many synth instruments used all at once could be processor intensive unless the PC was at least 150 megahertz or higher, but most of the demo songs for Jaytrax only used 4 tracks with the occasional 8 tracks to a song. The stereo is probably the result of me experimenting applying one or two of those source waveform to the stereo output and I just kept it that way; it seem like a good sound at the time lol. I was doing all sorts of crazy things back in those days with the music. I had already had the drawing thing sort-of nailed so to speak. 


    Jaytrax was used in as a sound engine for a game called "Moon Child", which I think was originally an Amiga game title... I remember "Reinier Von Vliet", the guy who made the program said that the synth engine started on the Amiga computer before he moved it to the PC... I think you can play the game on cellphone or tablet today.




    Jaytrax instrument editor.jpg

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  8. A while back I sort of dabbled with the idea of a futuristic "Pac Man" clone game... I wasn't quite sure how the game play would be, but would've been based around the classic version of Pac Man with a futuristic theme and game-play. I started drawing the pictures for a proof of concept and kept it on the back-burner... Later I would toy around with the musical aspect just to breath some new life in the concept. Of course I got the music also posted in another topic I started sometime back.




    Pac-E 1.jpg

    Pac-E 2.jpg

    Pac-E 3.jpg

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  9. Well... I enjoy comparing arcade hardware to the Jag system looking for an angle to some graphical feat... If nothing else, I'm not able to produce good graphics on the Jaguar, I'll stick to the 2D stuff, but I perfectly get why people feel the way they feel about the Jags hardware. But having committed to making something for the Jaguar, I'm not sure if that's the right kind of attitude I want to have toward the Jaguar until I've felt the pain of programming the system in Assembly... Then I might have a legitimate reason to finally clear out all of the speculation about the system and I'll know exactly what kind of monstrosity I'm dealing with the Atari Jaguar system. But I guess too many empty promises got people feeling some kind of way about the Jaguar and I totally get that; I just feel very different about topics like this, but JagChris was probably right... I probably should've kept this topic in a previous discussion similar to this one... 



    Oh yeah - custom 3D vector box, etc.


    My favorite 3D vector boxes were the ones that used a series of "AMD 2901" 4-bit bit-slicers to yield 32bit floating point numbers for computer graphics like the ones used on this old graphics workstation from 82 back when they had computer terminals hooked up to larger machine with custom graphic cards the size of whole motherboards. The terminal sported a "Motorola 68000" doing all of the regular task while the AMD 2901 did all of the floating point math and graphical display. I think with the Jaguar, you can't look at systems like the Playstation 1 or the Sega Saturn, but rather trying to learn something from the system of old in order to find a good angle to work is where my head is and as long as topics like this are around, you might see me in it.




  10. 29 minutes ago, rayik said:



    I have original prints of those 3 books. They are for the Atari 8 bit computers. Many years ago taught myself assembly and make a couple of games which were in Antic magazine

    Yea that was the point or printing those books... Someone a few years back someone had suggested these two books for learning Atari BASIC and Assembly language for the 8-bit computer game making. It's one of the gateways into the world of Assembly language; I also have a couple of books on the "Motorola 68000" Assembly language... Just diversifying myself a little bit; with Atari hardware's, the "big two processors" are the 68000 and the 6502 with the JRISC being the more exclusive CPUs for the Jag system. The main reasons is to play around with 2D graphics on my favorite systems; I got a lot of big 3D dreams for the Jaguar system, but in order to get there it probably wouldn't hurt to skew off into the 8-bit world where there's not a lot of temptations to pursue unreasonable 3D ideas that'll only let me down in the end programming the Jaguar; not acceptable. I'm hoping to develop a good strong foundation on 2D graphics in BASIC and Assembly with the 8-bit computers and then learn some foundational 3D programming in Assembly with the 68000 using a couple of books I printed up on the matter, which is one of the reasons I purchased an Atari ST. I figure if I'm going to learn hardware I probably need to have the actual computer at some point; I never really owned an ST before but the book deals with the 16-bit computer... An ST emulator is cool, but the actual hardware is even better. Besides whatever the 68000 can do, the JRISC can do it better twice as fast so whatever 3D engine I make for the Jaguar, it won't be nothing out of the unreasonable, but maybe a little out of the ordinary since the Jag isn't as beefy as the Playstation 1, Sega Saturn or N64 when it comes to that particular kind of 3D... No, you have to make something really special for the Jaguar's hardware, the traditional way of doing effective dynamic 3D with bells and whistles...? a few tricks will have to be pulled at some point... Perhaps a few non traditional and maybe unconventional tricks on such a high potential, but very limited hardware. So I'm preparing for the long game, but based on past experiences, I going to try and keep things as simple as possible if I can. :)


    4 hours ago, Austin said:

    *skims through the thread briefly*


    Yep, the same old pointless Jaguar circle jerk that's been going on for the last 25 years. Nothing of importance to see here.


    Sigh... Well... Can't blame me for trying but try I must. 😁


    Atari ST Real-time 3D Graphics Book.jpg

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  11. I just won and ebay bid for the "Samsung N501 Nuon" system... I use to have the Toshiba version before I sold it some years back. I had the controllers and everything, but I had priorities at the time I sold it. I kind of wish I'd kept the Toshiba DVD player especially the game controllers; not quite sure where to find those, but I'll be looking out of some.

    My Nuon System.jpg




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  12. As for the Atari 5200/800 statement, let's just say a couple of books for the old system has peeked my interest for sometime now... Been thinking of starting simple with some basic graphic theory before tackling the mammoth Jaguar graphics system, but that's for another topic elsewhere. Just posting here to clear the air.

    Atari Player Missle Graphics.jpg

    Atari Graphics and Arcade Games Design.jpg

    Mapping The Atari.jpg

    Atari 600XL_Analog Mag.jpg

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  13. 2 hours ago, Sauron said:

    Well now, I never quite thought of that. Depending on the game being made, the Doom engine would be preferable if the course wouldn't be perfectly flat. Unfortunately both of those games look to be rather crappy racers, but the idea is there...


    The screen tilt itself wouldn't be a problem, but it would depend on how resource intensive it would be. Unfortunately, I'm not the best judge of that myself. FWIW, the Saturn handles it pretty well.





    Power Drift for the "Turbografx 16" find a decent compromise... I think the game is doable on the Jag on some level.



  14. 4 hours ago, Sauron said:

    This particular topic has been beaten to death over the years. There have been numerous threads about this same topic, and even many other threads have ended up veering into it. See this one as an example:

    That old topic haven't seemingly been touched in a while, but that particular topic probably would've been the better place to put post...

    1 hour ago, agradeneu said:

    I have to disagree, Supercross is rubbish and does not really represent what might have been possible. I saw more capable 3D  for the ST, check "No second Prize". While this topic has been beaten to death it's still fascinating to read the same old (negative) bias.

    "No Second Prize" is very impressive "Atari ST" game... Very low polygon objects in fast real time response in game play.

    7 minutes ago, Sauron said:

    There are plenty of Jaguar games that show 3D in much better terms too, namely Zero 5. However, that game is extremely light on texture mapping. The same applies to No Second Prize, which I played to death on the ST. The best looking texture mapped game, Skyhammer, has a low poly count and short draw distances. I think it's been pretty well established that acceptable 3D performance would have to be along the same lines of one of the existing showcase games for the Jag. What Supercross 3D proves in itself is that low poly counts simply aren't acceptable for racing games, so it serves as an adequate example.


    IMO, racing games on the Jag are best served with superscaler sprites. This game, as an example, is one I'd love to see done at some point:

    Same here... I think "Power Drift" beat "Mario Kart" to the punch considering how the game was made... I think mode 7 style background would allow for more 3D polys theoretically where the vehicles won't look as bad. The cars in "Checkered Flag" had amount of polygons looked great for its time.


    9 minutes ago, pacman000 said:

    There was another texture mapped racer:



    I'd say that's about the best, tho the programmer did say he  could've got the frame rate a bit higher with more time to optimize it.


    I've never owned a CD unit for the Jaguar, but I was very impressed with what this game pulled off on the Jaguar... I'm talking about 3D polygon racing vehicles in a pseudo 3D environment like mode 7 or a tunnel style game like "Outrun". Here's an arcade game by "Konami" called "Racin' Force"; this game uses pre-rendered 3D sprite vehicles in a 3D voxel environment with little to no polygons. It looks like a tunnel game very "mode 7-ish" with some of the graphics. Very impressive stuff.



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  15. 16 minutes ago, JagChris said:

    Though I disagree with your example, using the lowest common denominator rather than either I.S. or the Dactyl Joust vid posted earlier. I have no idea why such a long standing member would start a brand new thread for something that is regurgitated every 6 months. 


    Are my post that bad...? It's been about 6 months since I even started a new post. I didn't see a problem in starting one on something we talk about anyway. I don't see the big deal.

  16. Quote

    I swear...we should just sticky one of the other thousands of similar threads so these don't get posted constantly. I'll throw you a bone, though. Take a look at what a fully texture mapped 3D racing game on the Jaguar is like:


    That game was probably rushed out of the door just like the Jaguar system was... It is a very early 90s game and probably one of the first to use polygonal 3D texture-mapping that old game is not a good example for texture mapping on the Atari Jaguar. "Skyhammer", on the other hand, is a much better example for 3D texture-mapping even though it's not a racing game. It shows that in the hands of a good artist, good texture-mapping can be pulled off. 


    "Top Gear" for the GBA isn't just a 3D texture-map based game, it's an arcade style tunnel base racing game that uses mode 7 style effects similar to "Atari Karts" or "FZero for the SNES" where the only thing that's polygonal with texture maps are the vehicles... That means low polygon-count 3D objects with very minimal use of texture maps on them, which is something the Atari Jaguar can possibly pull off. "Checkered Flag" for example used the same 3D model vehicle with different color variation, but what help to slow the game down was the high polygon background environment as well as the 68000 AI taxing the system. I posted another game called "Slip Stream" arcade by "Capcom" that also uses a tunnel based pseudo 3D effect; imagine the car in that game polygonal with texture maps on it... If you can envision that then you get the idea of what I'm posting.


    Also, on another note, I don't see anything wrong with staying enthused about getting ideas and putting them out there, but I guess if people are just plain tired the same old post, well to each is their own. However I wouldn't be into the whole Jaguar thing this long, but that's what gives definition to the phrase "Atari Jaguar Enthusiast", but I here you on the "Supercross 3D" game... It absolutely was a steam pile that probably never should've been released, but then again the "Sega 32X" had "Motorcross Championship" and it was almost as bad, however it did have some great background pseudo 3D (something the Jag can also pull off) effects and it played a tad bit better than Supercross 3D.






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  17. This YouTube of "Top Gear Rally" for the GBA popped up on my YouTube feed... The first thing I thought about was the mode 7 effect combined with the polygonal 3D models in the game. It looks as if they took a traditional tunnel based racing game method with the mode 7 scaling sprites. Imagine "Superburnout" on the Jaguar only instead motorcycle sprites, you have real texture mapped 3D polygon objects. Just throwing some ideas out there at the moment; it certainly worth putting out there where I think there some possibilities of something similar for the Atari Jaguar.




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